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COWBOYS & VIKINGSCompendium of the Wild Wastes

Tables / Wild Surges / Wild Surge — Conjuration

Wild Surge — Conjuration

Wild Surges · Roll 1d30

Roll 1d30 on a failed Channeling check (odd = negative, even = positive). On a critical failure roll 2d8 (row r → entry 2r−3); on a critical success roll 2d8 (row r → entry 2r−2). Severity is set by the spell's Total Strain.

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Press Roll, or roll your own dice and read the table.
1d30Result
1Misstep (Negative)

Minor (0–4): You teleport 5 ft in a random direction (nearest safe space).
Moderate (5–9): Teleport 10 ft randomly.
Major (10+): Teleport 15 ft randomly.

2Flicker (Positive)

Minor (0–4): You may teleport 10 ft to a space you can see.
Moderate (5–9): Teleport 15 ft.
Major (10+): Teleport 20 ft.

3Loose Pocket (Negative)

Minor (0–4): One small carried item spills to the ground.
Moderate (5–9): Two small items spill.
Major (10+): One held item and one small item spill.

4Pocket Find (Positive)

Minor (0–4): A simple useful item appears in your hand (chalk, string, coin, torch…).
Moderate (5–9): Two simple useful items appear.
Major (10+): One unusually useful mundane item, or three simple ones.

5Portal Draft (Negative)

Minor (0–4): Non-magical flames within 10 ft go out.
Moderate (5–9): Flames within 20 ft go out.
Major (10+): Flames within 30 ft go out.

6Portal Breeze (Positive)

Minor (0–4): 1 Advantage on your next Acrobatics or Athletics check before the end of your next turn.
Moderate (5–9): 2 Advantage on it.
Major (10+): 2 Advantage on it and you may reroll it once.

7Wrong Address (Negative)

Minor (0–4): The spell's delivery origin shifts 10 ft (GM's direction).
Moderate (5–9): Shifts 20 ft.
Major (10+): Shifts 30 ft.

8Perfect Placement (Positive)

Minor (0–4): You may shift the delivery origin up to 10 ft after choosing delivery.
Moderate (5–9): Up to 20 ft.
Major (10+): Up to 30 ft.

9Ectoplasm Slick (Negative)

Minor (0–4): A 10-ft radius around you is slippery for 1 round (1 Disadvantage on footing).
Moderate (5–9): 15-ft radius, 2 Disadvantage.
Major (10+): 20-ft radius, 2 Disadvantage, until the end of your next turn.

10Ectoplasm Hardens (Positive)

Minor (0–4): A 5-ft cube of cover (Hardness 6) appears for 3 rounds.
Moderate (5–9): Hardness 8, lasts 5 rounds.
Major (10+): A 10-ft wall of two cubes (Hardness 8) for 5 rounds.

11Summon Snag (Negative)

Minor (0–4): Conjured cords Restrain you until the end of your next turn unless you spend 1 AP to break free.
Moderate (5–9): Breaking free rolls twice, keep the worse.
Major (10+): Restrained until you break free (1 AP per try, worse of two rolls).

12Summon Assist (Positive)

Minor (0–4): A conjured hand gives +1 on your next check before the end of your next turn.
Moderate (5–9): +2 on your next check.
Major (10+): +2 on your next two checks.

13Spatial Pinch (Negative)

Minor (0–4): Take 1d6 force damage.
Moderate (5–9): Take 2d6 force damage.
Major (10+): Take 3d6 force damage.

14Spatial Cushion (Positive)

Minor (0–4): Gain 1d6 temporary HP until the start of your next turn.
Moderate (5–9): Gain 2d6 temporary HP until the start of your next turn.
Major (10+): Gain 3d6 temporary HP until the start of your next turn.

15Echo Gate (Negative)

Minor (0–4): A random tiny creature appears and panics for 1 round.
Moderate (5–9): Two tiny creatures appear.
Major (10+): 1d4 tiny creatures appear and panic until the end of your next turn.

16Helpful Critter (Positive)

Minor (0–4): A tiny conjured creature gives one enemy 1 Disadvantage on its next attack.
Moderate (5–9): 2 Disadvantage.
Major (10+): Up to two enemies each suffer 2 Disadvantage on their next attack.

17Backpack Swap (Negative)

Minor (0–4): A held item swaps with another carried item (random).
Moderate (5–9): …and you can't draw or stow until the start of your next turn.
Major (10+): …and you drop the swapped-in item.

18Quick Draw (Positive)

Minor (0–4): Draw or stow one item for free.
Moderate (5–9): Draw or stow up to two items for free.
Major (10+): Until the start of your next turn, draw or stow one item once for free.

19Anchor Snap (Negative)

Minor (0–4): Your next movement before the end of your next turn is 10 ft shorter.
Moderate (5–9): 20 ft shorter.
Major (10+): Your movement is −10 ft until the end of your next turn.

20Skate Step (Positive)

Minor (0–4): Your next movement before the end of your next turn is 10 ft longer.
Moderate (5–9): 20 ft longer.
Major (10+): Your movement is +10 ft until the end of your next turn.

21Doorway Hum (Negative)

Minor (0–4): You shimmer: 2 Disadvantage on Stealth for 1 round.
Moderate (5–9): 2 Disadvantage on Stealth until the end of your next turn.
Major (10+): Stealth automatically fails until the end of your next turn.

22Soft Entry (Positive)

Minor (0–4): 1 Advantage on Stealth for 1 round.
Moderate (5–9): 2 Advantage on Stealth for 1 round.
Major (10+): 2 Advantage on Stealth until the end of your next turn.

23Conjured Clutter (Negative)

Minor (0–4): A 5-ft cube of debris next to you is difficult terrain for 1 round.
Moderate (5–9): Two cubes for 1 round.
Major (10+): A 10-ft radius around you is difficult terrain until the end of your next turn.

24Clean Space (Positive)

Minor (0–4): Remove non-magical difficult terrain in 10 ft for 1 round.
Moderate (5–9): 15 ft, until the end of your next turn.
Major (10+): 20 ft, until the end of your next turn.

25Mistimed Arrival (Negative)

Minor (0–4): Anything your spell created appears at the end of your next turn instead.
Moderate (5–9): …and can't act or be used until the following turn.
Major (10+): It appears 1 minute later (or after the scene).

26Instant Delivery (Positive)

Minor (0–4): Anything your spell created gets +2 on its first check or use.
Moderate (5–9): +4.
Major (10+): +4 and 1 Advantage.

27Rift Mark (Negative)

Minor (0–4): Divination to find you gains 1 Advantage for 1 hour.
Moderate (5–9): 2 Advantage for 1 hour.
Major (10+): 2 Advantage for 1 stretch, and you leave planar traces.

28Rift Veil (Positive)

Minor (0–4): Divination to find you suffers 1 Disadvantage for 1 hour.
Moderate (5–9): 2 Disadvantage for 1 hour.
Major (10+): 2 Disadvantage for 1 stretch, and mundane tracking suffers 1 Disadvantage.

29Planar Itch (Negative)

Minor (0–4): You become Dazed.
Moderate (5–9): Dazed and Off-Guard until the end of your next turn.
Major (10+): Dazed until you pass a DC 15 flat check at the end of your turn.

30Planar Focus (Positive)

Minor (0–4): 1 Advantage on your next Channeling check before the end of your next turn.
Moderate (5–9): 2 Advantage on it.
Major (10+): 2 Advantage on Channeling checks until the end of your next turn.